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Species Specific Kit Modules

This idea came to me awhile back and it is based off feedback and comments that I see in the forums. People want more diversified gameplay and so I came up with the idea of Species Specific Kit Modules. These modules would be drawn from canon abilities/skills when possible, but offer plays another reason to roll toons. Players would receive a free MK12 version of the ability once hitting Fleet Admiral/Dahar Master and could purchase the ability up to Epic from the GPL store. The two primary species in each faction would get two abilities.

For Example:
Humans:
Perseverance - Humanity's ability to stand face in the face of danger provides a 50% defense boost and negates flanking attacks for x seconds.
Summon Dogs - Summons 2 level x attack dogs to assault targets.

Vulcans:
Pak'Tal - This kit module induces an effect in Vulcans similar to the Pak'tal. Melee damaged increased by 200%, but can only use single target melee attacks.
Summon Sehlat - Summons 2 level x Sehlats to assault targets.

Klingons:
Honor's Code - Increases melee damage by 150% for x seconds.
Summon Targs - Summon 2 level x Targs to attack targets.

Gorn:
Rock Throw - Throws a level x rock at targets directly head and knocks all opponents off their feet.
Summon Saurs - Summon 2 level x Saurs to attack targets.

Romulans:
Holographic Deception - Creates 2 holographic copies of your character and reduces all threat to 0. Provides auto-crits for 10 seconds.

Reman:
Shock Trooper - Increases damage with assault weapons and provides a damage resistance boost for x seconds.

Liberated Borg:
Adaptation - Makes player immune to energy weapons for x seconds.

Jointed Trill:
Unpredictability - Increases two random ground skills for 30 seconds.

These are just some examples. Thoughts?

Comments

  • risian4risian4 Member Posts: 3,711 Arc User
    Anything that brings more uniqueness to playable species and a different experience would be welcome.

    A trait like the Caitians have would be a good example, species-specific kit modules could also work :) Though I would prefer something that allows you to do something truly unique, instead of some passive stat increase.
  • davefenestratordavefenestrator Member Posts: 10,865 Arc User
    edited October 2016
    Humans: two-handed karate chop, melee attack. 10,000 physical damage + stun 5 seconds
  • warpangelwarpangel Member Posts: 9,427 Arc User
    We don't need any more silly restrictions.
  • jslynjslyn Member Posts: 1,791 Arc User
    edited October 2016

    I am all for diversity. The Summon Dog should summon the Beagle, if you have it. I have it on good authority that if you use a Cheese Item then the Beagle sprays a poison cloud like a skunk.
    Humans: two-handed karate chop, melee attack. 10,000 physical damage + stun 5 seconds

    While not in that damage range, they have those Kirk Moves in the game. Just unequip your weapons and press any three combinations of your 1 & 2 weapon buttons. They all inflict status effects, too. I have a character devoted to using them. :)

  • risian4risian4 Member Posts: 3,711 Arc User
    warpangel wrote: »
    We don't need any more silly restrictions.

    Perhaps you shouldn't see it as restrictions, but rather as having more different opportunities :)

    To add to my previous comment:

    What I would thus like to see, are more different things that can be active at all times and which give an unique experience (so not something that's just a passive stat increase).


    I'm thinking of things like

    - a third melee weapon slot for Andorians as an innate trait (or a kit module that allows Andorians to have one)
    - a personal cloaking device for Romulans
    - an option to teleport through the use of a mini-transporter for Tellarites

    etc.

    If necessary, they could add these things to the C-store for each eligible species to monetise it.
  • davefenestratordavefenestrator Member Posts: 10,865 Arc User
    jslyn wrote: »
    I am all for diversity. The Summon Dog should summon the Beagle, if you have it. I have it on good authority that if you use a Cheese Item then the Beagle sprays a poison cloud like a skunk.
    Humans: two-handed karate chop, melee attack. 10,000 physical damage + stun 5 seconds

    While not in that damage range, they have those Kirk Moves in the game. Just unequip your weapons and press any three combinations of your 1 & 2 weapon buttons. They all inflict status effects, too. I have a character devoted to using them. :)

    I should try that. One of the things I love about STO is they actually added "tactical rolls" to the game :) and even added a specialization buff to them :D
  • revanindustriesrevanindustries Member Posts: 508 Arc User
    My Tac Gorn uses Kirk-fu from time to time. Sweeping Strikes is way better DPS-wise, but it's still fun to do.
  • warpangelwarpangel Member Posts: 9,427 Arc User
    risian4 wrote: »
    warpangel wrote: »
    We don't need any more silly restrictions.

    Perhaps you shouldn't see it as restrictions, but rather as having more different opportunities :)

    That are arbitrarily not available to some players just because.

    In other words, restrictions.
  • questeriusquesterius Member Posts: 8,708 Arc User
    Species specific i highly doubt will ever happen, but faction specific could work.
    I would like to see romulans spawn thaleron drone, federation regular drones and klingons targs.
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
  • holyknight22holyknight22 Member Posts: 174 Arc User
    I understand your concern warpangel, but the only ones that would be restricted from players are the ones that come from the Lifetime Subscription and paid unlocks like the Caitains. Every FTP player has the ability to roll a Romulan, Orion, Tellerite and access the kit modules. These modules are designed to play off each species "canon" abilities and it makes no sense for a Tellerite to have a Gorn's ability to throw a massive rock or a Vulcan to have the Liberated Borg's ability to adapt to attacks.
  • risian4risian4 Member Posts: 3,711 Arc User
    In other words, it would promote diversity as you would need to play different species to try out different abilities. Which is a good thing if you ask me.

    Warpangel is right that it would be restricting on the character level, but overall I think it would promote something that's good as you would get more options if you have different characters.
  • fiberteksyfirfiberteksyfir Member Posts: 1,207 Arc User
    edited October 2016
    Yeah. Thatd be nice. Naturally they are going to exact opposite direction and unlocking all kit mods for all species and careers. Besides the tailor, captain abilities, and a few traits here and there.. there will now be limited uniqueness across careers, species, and faction. Kits were the last real seperation of duties, as it were.
  • warpangelwarpangel Member Posts: 9,427 Arc User
    Yeah. Thatd be nice. Naturally they are going to exact opposite direction and unlocking all kit mods for all species and careers. Besides the tailor, captain abilities, and a few traits here and there.. there will now be limited uniqueness across careers, species, and faction. Kits were the last real seperation of duties, as it were.

    Freeform > splats
  • risian4risian4 Member Posts: 3,711 Arc User
    Yeah. Thatd be nice. Naturally they are going to exact opposite direction and unlocking all kit mods for all species and careers. Besides the tailor, captain abilities, and a few traits here and there.. there will now be limited uniqueness across careers, species, and faction. Kits were the last real seperation of duties, as it were.

    I think that we'll still only be able to use kit modules from one career. They're just removing the differences between medic/scientist, mechanic/fabrication, strategic/assault.
  • revanindustriesrevanindustries Member Posts: 508 Arc User
    At least they haven't gone Universal with all the module releases. There's still a bit of diversity that shows up in the Lockboxes and Reputations. But it is quickly diminishing.
  • warpangelwarpangel Member Posts: 9,427 Arc User
    Freedom is diversity. Restrictions are not-diversity.
  • kodachikunokodachikuno Member Posts: 6,020 Arc User1
    Vulcans:
    Pak'Tal - This kit module induces an effect in Vulcans similar to the Pak'tal. Melee damaged increased by 200%, but can only use single target melee attacks.
    Summon Sehlat - Summons 2 level x Sehlats to assault targets.

    Romulans:
    Holographic Deception - Creates 2 holographic copies of your character and reduces all threat to 0. Provides auto-crits for 10 seconds.

    Why do Vulcans get Sehlats but Romulans not get Vivver Cats or Rihan Sailbacks or something? Vorpal Epohh ftw man!

    More seriously I like the general concept but not so much the examples given. Would love to see Ferasan/Caitian/Gorn options that allow more of a Racial look/feel to hand to hand options kinda like the new pounce animation.
    tumblr_mr1jc2hq2T1rzu2xzo1_400.gif
    tacofangs wrote: »
    STO isn't canon, and neither are any of the books.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    they're more likely to make clicky power character traits than kit modules.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • holyknight22holyknight22 Member Posts: 174 Arc User
    Why do Vulcans get Sehlats but Romulans not get Vivver Cats or Rihan Sailbacks or something? Vorpal Epohh ftw man!

    More seriously I like the general concept but not so much the examples given. Would love to see Ferasan/Caitian/Gorn options that allow more of a Racial look/feel to hand to hand options kinda like the new pounce animation.

    I tried to keep it as close to canon as possible, but you make an excellent point for Romulan pet summons.

    I do understand the whole restriction argument and I respect the position. I just think that added canon traits to canon races increases STO faithfulness to the source material that is all.

    I do admit a Tellerite chucking a giant rock at the Borg Queen while playing "They are taking the Hobbits to Isengard" could be rather hilarious.

  • ichaerus1ichaerus1 Member Posts: 986 Arc User
    warpangel wrote: »
    Freedom is diversity. Restrictions are not-diversity.

    While you're crowing for access for everything(because that's your whining shtick there), you want to open the gates for class abilities to be given all across the board while you're at it? Photonic Fleet for engineering captains, science captains to have Tactical Team and Go Down Fighting? Maybe everything dumbed down to one class, with access to every skill, every ability, every specialization all at once?

    What's next? Having your character(because you can't be bothered to make any alts) identify as a genderfluid, pansexual furry anthropomorphic AH-64 Apache that flies in a Bortasqu'/Enterprise-J/Scimitar/Borg Diamond kitbash? And demand for the coding so that you can make that abomination visually? All for "muh imagination! Restrictions bad!"

    There's plenty of diversity at your fingertips already, from different races, to 3 different factions, to multiple character creation slots. Wide range of customization options, including for ships, and your avatar. Tell you what. You sit down with Geko and Borticus, pitch your idea, and see what happens. Throw a forum thread up explaining WHY everything should be merged together, whilst flushing canon and such down the porcelain throne as a sacrifice.
  • crypticspartan#0627 crypticspartan Member Posts: 847 Cryptic Developer
    risian4 wrote: »
    Yeah. Thatd be nice. Naturally they are going to exact opposite direction and unlocking all kit mods for all species and careers. Besides the tailor, captain abilities, and a few traits here and there.. there will now be limited uniqueness across careers, species, and faction. Kits were the last real seperation of duties, as it were.

    I think that we'll still only be able to use kit modules from one career. They're just removing the differences between medic/scientist, mechanic/fabrication, strategic/assault.

    This is accurate.
  • risian4risian4 Member Posts: 3,711 Arc User
    risian4 wrote: »
    Yeah. Thatd be nice. Naturally they are going to exact opposite direction and unlocking all kit mods for all species and careers. Besides the tailor, captain abilities, and a few traits here and there.. there will now be limited uniqueness across careers, species, and faction. Kits were the last real seperation of duties, as it were.

    I think that we'll still only be able to use kit modules from one career. They're just removing the differences between medic/scientist, mechanic/fabrication, strategic/assault.

    This is accurate.

    I'm very happy you guys chose to keep the careers separated here :)

  • huijianhuijian Member Posts: 108 Arc User
    This is horrible idea because cryptic would definitely give the pay-2-unlock species OP skills.
    3GIYBa2.jpg?1
  • echattyechatty Member Posts: 5,924 Arc User
    And why shouldn't they? They do need to make a profit for us to continue to play. I, for one, would pay to unlock the skills that appealed to me.

    If they can't make money, we don't play cause the game would be shut down.
    Now a LTS and loving it.
    Just because you spend money on this game, it does not entitle you to be a jerk if things don't go your way.
    I have come to the conclusion that I have a memory like Etch-A-Sketch. I shake my head and forget everything. :D
  • risian4risian4 Member Posts: 3,711 Arc User
    edited October 2016
    huijian wrote: »
    This is horrible idea because cryptic would definitely give the pay-2-unlock species OP skills.

    Not necessarily. The Caitian, Joined Trill, even the Liberated Borg all have some passive bonus, but they are far from OP. Perhaps the Federation Klingon is somewhat OP, but it's mostly affecting melee damage output and his buffs only apply to the ground I might add.

    In fact, I think some of the species, especially the Liberated Borg, could use an update of their passive boosts since it's been years and many more stuff that boosts our characters was added since these species were added to the game.

    Adding OP skills to pay-to-unlock species would only be problematic in PvP, for the majority of the game it wouldn't matter especially if they were added to the C-store and thus be accessible to almost everyone.

    But again, I prefer something unique rather than some passive boost. Although I understand that this would require much more work, however, I would be willing to pay for it. I already have enough ships, there's enough choice there, let's add something different to the C-store now :)
  • warpangelwarpangel Member Posts: 9,427 Arc User
    ichaerus1 wrote: »
    warpangel wrote: »
    Freedom is diversity. Restrictions are not-diversity.

    While you're crowing for access for everything(because that's your whining shtick there), you want to open the gates for class abilities to be given all across the board while you're at it? Photonic Fleet for engineering captains, science captains to have Tactical Team and Go Down Fighting? Maybe everything dumbed down to one class, with access to every skill, every ability, every specialization all at once?
    Probably not, except maybe the incredibly obvious abilities like security escort (how much special tactical training does it take to be able to call your ship and tell them to beam down some redshirts). But I definitely would implement mechanism to change class. Either with a C-Store token or in a specialization-style system where you'd get to level each class separately and choose one to be active at a time.
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